2. WHERE DO YOU GET YOUR INSPIRATION?
If Peter Molyneux
had a pound for every time he was asked this, he’d be even richer than he
already is. The answer is, the same places everyone gets inspiration for everything.
From what you know, from who you are, from everything that has happened to you and
from everything you are interested in. There is no special ideas place which, once
you’ve found out about it, you can visit at will to get game ideas, film plots
or storylines.
Have you noticed that certain themes recur in Peter’s
games? The idea of controlling a lot of people through magic and the power of your
will. The ability to shape and change worlds and the power one huge being can wield?
Also, note how many times he plays with the ideas of good and evil and with belief,
or mana. Essentially, there’s a theme running from Populous back in 1987 (god
using magic on crowds of little worshippers), Powermonger (power over little people),
Magic Carpet (powerful spells, belief and good and evil), Syndicate (good and evil,
blasting crowds of little people), Theme Park (crowds of little people), Dungeon
Keeper (good and evil, magic spells, belief, hordes of evil creatures). It goes
right up to 2001 and Black & White, which has the lot (good and evil, crowds
of followers, magic, belief, mana).
All this is true, but when you think about it, it’s
an enormous question. Do the themes running through most of Peter’s work actually
mean he’s trying to perfect his one big idea? He says no.
"Doing Black & White made me realise
something. I don’t think there’s one perfect game in me, and that everything
I do is striving to create it. I think there are a lot of different, games which
are as good as Lionhead and I can make them. None are perfect because in this world
you can’t write a perfect game. Many of the similarities in these games are
like those you’ll see in work by one film maker or hear in the work of one
recording artist. If we find lovely ideas, like mana, we’ll use them whenever
we need to. We won’t shoehorn them in because people expect them. The old
adage is true. Games, like everything creative, is one per cent inspiration and
ninety-nine per cent perspiration."
And with that, he refused to talk about it any more. Indeed, a while ago,
during a heavy PR session, Peter was asked where he got his inspiration from just
one too many times.
"My inspiration comes from Brazil. From a place
a hour’s drive north of Rio de Janeiro. I have it airfreighted to Guildford
once a month."
Of course, increasingly it’s a joint effort. Peter’s strength
is less that he has great ideas, and more than he gets the best ideas from his teams.
Lionhead Studios and the satellites are packed with the brightest and best in the
business. Inspiration is not something these people lack. And when they do run out
of ideas, a quick spin of Peter’s Rolodex and voila - there’ s the phone
number of the people an hour north of Rio.
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